Second International Workshop on Procedural Content Generation in Games (PCGames 2011)

Co-located with FDG 2011 – Bordeaux, France – June 28, 2011

Overview

The goal of this workshop is to advance knowledge in the diverse and growing field of procedural content generation by bringing together researchers and
fostering discussion about the current state of the field. Procedural content generation offers hope for substantially reducing the authoring burden in games,
improving our theoretical understanding of game design, and enabling entirely new kinds of games and playable experiences.

Important Dates

Paper submission: March 18, 2011

Notification to authors: May 3, 2011

Camera-ready deadline: May 20, 2011

Workshop held: June 28, 2011 (day before the main conference)

Workshop Organization

PC Games is a full-day workshop, with a peer-reviewed workshop program. Following a traditional working
conference model, each talk session will have 2-3 paper presentations, followed by extensive time for
questions and answers, as well as general discussion.

Content Areas

The PC Games workshop solicits paper submissions as either full papers about results from novel research
(8 pages) or short papers describing works-in-progress (4 pages). Papers may be about a variety of topics
within procedural content generation, including but not limited to:

Offline or realtime procedural generation of levels, stories, quests, terrain, environments, and other
game content

Techniques for procedural animation

Issues in the construction of mixed-mode systems with both human and procedurally generated content

Submission Instructions

Proceedings

There will be an archival proceedings for this workshop. Current plans are to publish them as part
of the FDG 2011 main conference proceedings which will be archived in the ACM Digital Library, as was
done for PCGames 2010.